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.:New Map:. Small Divide Remake

Posted: 18 Sep 2007, 08:24
by Forboding Angel
Image

Image


Enjoy! Made out of sheer boredom and the fact that I despise low res texturing.

Posted: 18 Sep 2007, 08:45
by Forboding Angel
edit: swifty fixededed it fer meh.

Posted: 18 Sep 2007, 08:46
by Neddie
Eh.

Nice remake.

Posted: 18 Sep 2007, 09:08
by tombom
The texture looks nice, but I'd like to point out something that is a problem with a lot of other maps: there's way too many trees. It kind of kills the game because in a lot of mods most units can't knock down trees and you have to spend a lot of time reclaiming trees to build.

Don't take this as in insult - I really like your maps :-)

Posted: 18 Sep 2007, 09:19
by Forboding Angel
tombom wrote:The texture looks nice, but I'd like to point out something that is a problem with a lot of other maps: there's way too many trees. It kind of kills the game because in a lot of mods most units can't knock down trees and you have to spend a lot of time reclaiming trees to build.

Don't take this as in insult - I really like your maps :-)
Point taken, but most of the maps I do (remakes or not) are designed to play well in funta and EE, and in both those mods fang and I had the good sense to make all units knock over trees *hint hint*.

Like I said, it is a valid point, but honestly considering the scale used in Spring, you would think that just about any of the units would be capable of football-kicking the trees into the next map if they felt so inclined ;p

Posted: 18 Sep 2007, 10:23
by NOiZE
Hi

When it comes down to remakes i am a whiney person so here it goes:

1: way too much trees, even more then in the original i think?
2: The mex radius is insane!
3: the startingpoints are not near the mexxes
4: where the hell is the extra metal for the middle?


Dont get me wrong the texture is nice, but you messed up the gameplay which is a shame.

Posted: 18 Sep 2007, 10:29
by AF
Forb, even in those mods, a builder wont walk around a buildspot to knock down the trees itll take the time to reclaim them all, and tbh the trees arent that great anyway, a little variation and open spots so it doesn't look like a uniform layer of trees would do well.

However if thats fixed, and noizes issues are corrected, I'd recommend this replace the version in the spring installer.

Posted: 18 Sep 2007, 12:00
by Goolash_
Is the heightmap taken from the original or re-made? because i see differences but it might be just the texture or just me whose seeing things.

Posted: 18 Sep 2007, 12:22
by SwiftSpear
Goolash_ wrote:Is the heightmap taken from the original or re-made? because i see differences but it might be just the texture or just me whose seeing things.
The heightmap is identical. The metal map, texturemap, feature map have been remade, maby skybox as well?

For the record I agree with Noize for changes to be made. Middle should be metal focus the way it was in the original, however, I do like small mex spots better than the metal fields. Adds more interest to the texture.

Posted: 18 Sep 2007, 12:51
by NOiZE
yeah well i didn't whine about the spots them self, but the mex extraction radius, you can cover the first three metalpatches with one mex

Posted: 18 Sep 2007, 15:03
by Forboding Angel
NOiZE wrote:yeah well i didn't whine about the spots them self, but the mex extraction radius, you can cover the first three metalpatches with one mex
heh... oops

Posted: 18 Sep 2007, 16:08
by FLOZi
Forboding Angel wrote:
tombom wrote:The texture looks nice, but I'd like to point out something that is a problem with a lot of other maps: there's way too many trees. It kind of kills the game because in a lot of mods most units can't knock down trees and you have to spend a lot of time reclaiming trees to build.

Don't take this as in insult - I really like your maps :-)
Point taken, but most of the maps I do (remakes or not) are designed to play well in funta and EE, and in both those mods fang and I had the good sense to make all units knock over trees *hint hint*.

Like I said, it is a valid point, but honestly considering the scale used in Spring, you would think that just about any of the units would be capable of football-kicking the trees into the next map if they felt so inclined ;p
Yeah, cos Spring is just EE and OTA mods. I bet a russian conscript can cut down a tree with just his pinky!

Posted: 18 Sep 2007, 19:54
by Forboding Angel
Umm well to me it is flozi. I play Funta, EE, Simbase, and on occasion Gundam and I'm the one making the map so I believe that design decisions are up to me in that case.

You are free to play the small divide that comes packaged with spring or *GASPED* Learn to make your own maps. Thats the reason I wrote that long winded tutorial with pictures, is so that you could learn to make your own. If you refuse to be happy with anything I do in mapping and refuse to make your own maps, well then that's your own problem.


Updated to v3, fixed mex radius, sry bout that one.

Posted: 18 Sep 2007, 20:41
by FLOZi
*GASP* I'm sure I'm more than capable of that but, *GASP* I have other things to work on. I was just pointing out the flaw in your 'EVERYONE DO WHAT I DO!' logic regarding feature crushing.

Posted: 18 Sep 2007, 20:45
by Forboding Angel
FLOZi wrote:*GASP* I'm sure I'm more than capable of that but, *GASP* I have other things to work on. I was just pointing out the flaw in your 'EVERYONE DO WHAT I DO!' logic regarding feature crushing.
I never said that. I stated that in funta and EE thats the way it is, so lots of trees are not a concern of mine.

I never said that everyone should do as I do.

Posted: 18 Sep 2007, 20:53
by Neddie
You did hint, Forb. Eh, not worth a tiff over it, you two.

Posted: 18 Sep 2007, 21:06
by Forboding Angel
neddiedrow wrote:You did hint, Forb. Eh, not worth a tiff over it, you two.
No I didn't. I shared my point of view. I wasn't hinting at anyhting, just coming at it from a purly logical angel whcih is my opinion. I could give a crap less what he does with 44, it's his game, it's up to him to make those sorts of decisions.

Posted: 18 Sep 2007, 22:11
by FLOZi
Forboding Angel wrote:
neddiedrow wrote:You did hint, Forb. Eh, not worth a tiff over it, you two.
No I didn't. I shared my point of view. I wasn't hinting at anyhting, just coming at it from a purly logical angel whcih is my opinion. I could give a crap less what he does with 44, it's his game, it's up to him to make those sorts of decisions.
Oh come on, *hint hint* isn't giving a hint?

And it's not my game, far from it. Also, *couldn't.

Posted: 18 Sep 2007, 22:46
by AF
Why should we ditch the lots of trees thing?

1) Aesthetics, (affects EE/Funta)it isnt pretty despite what a few people think, they not the majority, a uniform mass of trees doesn't work for the same reasons man made forests don't look right. You should have natural clearings and clumpings. And even then these trees aren't particularly pretty, you could have at least sued smoths trees or even the ones noize used in one of his maps from the lush world

2) Builders (affects EE/Funta)yes some units can knock down trees as they walk but a builder will sit and reclaim each and every last tree until it can build which is very annoying.

3) laser weaponry (affects EE/Funta)numerous types of weapons wont fire at the enemies because the trees are in the way and others simply cant blow up the trees.

4) forest fires (affects EE/Funta)blowing up your enemy because you started a forest fire near your starting point? Or did that defence that just fired start a fire thats now engulfing the edge of your base or the big clump of slow conbots?

This is not a problem with BA modders, this affects all mods

Posted: 18 Sep 2007, 23:34
by Forboding Angel
Did I not make it clear that I simply just don't care?

Before this was entertaining to a degree. Now, it's starting to get irritating.

Don't forget, there is that tag that makes lasers fire at features which I'll be implementing as soon as it's available.

BTW the trees aren't close enough to start a forest fire.

Did I mention that I don't care?
Also, Flozi you dolt, it was tongue in cheek anyway.